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++ // Copyright (C) 2020 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++
++ #include "qquick3djoint_p.h"
++ #include "qquick3dskeleton_p.h"
++ #include "qquick3dobject_p.h"
++ #include "qquick3dscenemanager_p.h"
++ #include "qquick3dnode_p_p.h"
++
++ #include <QtQuick3DRuntimeRender/private/qssgrendergraphobject_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgrenderjoint_p.h>
++
++ QT_BEGIN_NAMESPACE
++
++ /*!
++ \qmltype Joint
++ \inherits Node
++ \inqmlmodule QtQuick3D
++ \brief Defines a node in a skeletal animation hierarchy.
++
++ A joint is a transformable node inside a \l {Skeleton}, used for \l {Vertex Skinning}
++ {skeletal animation}. It is called a "joint" because it can be seen as a joint between the bones
++ of a skeleton.
++
++ All the joints must be contained inside a Skeleton, and each joint must have a \l skeletonRoot
++ pointing back to that skeleton.
++
++ \qml
++ Skeleton {
++ id: qmlskeleton
++ Joint {
++ id: joint0
++ index: 0
++ skeletonRoot: qmlskeleton
++ Joint {
++ id: joint1
++ index: 1
++ skeletonRoot: qmlskeleton
++ }
++ }
++ }
++ \endqml
++
++ */
++
++ QQuick3DJoint::QQuick3DJoint(QQuick3DNode *parent)
++ : QQuick3DNode(*(new QQuick3DNodePrivate(QQuick3DNodePrivate::Type::Joint)), parent)
++ {
++ }
++
++ QQuick3DJoint::~QQuick3DJoint()
++ {
++ disconnect(m_skeletonConnection);
++ }
++
++ /*!
++ \qmlproperty int Joint::index
++
++ Specifies the index of this joint. This index value is used in the \c JointSemantic
++ \l {QQuick3DGeometry::addAttribute}{custom geometry attribute}.
++
++ \note Index values must be unique within the same \l {Skeleton}.
++ \note Negative values cannot be assigned.
++
++ \sa {QQuick3DGeometry::addAttribute}, {Qt Quick 3D - Simple Skinning Example}
++ */
++
++ qint32 QQuick3DJoint::index() const
++ {
++ return m_index;
++ }
++
++ /*!
++ \qmlproperty Skeleton Joint::skeletonRoot
++
++ Specifies the \l {Skeleton} that contains this joint.
++
++ \note All the \l {Joint}s in the \l {Skeleton} must have the same skeletonRoot.
++ If not, the animation will be broken.
++
++ \sa {Skeleton}
++ */
++
++ QQuick3DSkeleton *QQuick3DJoint::skeletonRoot() const
++ {
++ return m_skeletonRoot;
++ }
++
++ void QQuick3DJoint::setIndex(qint32 index)
++ {
++ if (m_index == index)
++ return;
++ if (index < 0)
++ return;
++
++ m_index = index;
++ m_indexDirty = true;
++ emit indexChanged();
++ }
++
++ void QQuick3DJoint::setSkeletonRoot(QQuick3DSkeleton *skeleton)
++ {
++ if (skeleton == m_skeletonRoot)
++ return;
++
++ QQuick3DObjectPrivate::attachWatcher(this, &QQuick3DJoint::setSkeletonRoot, skeleton, m_skeletonRoot);
++ if (m_skeletonRoot)
++ QObject::disconnect(m_skeletonConnection);
++
++ m_skeletonRoot = skeleton;
++
++ if (m_skeletonRoot) {
++ m_skeletonConnection = connect(this, &QQuick3DJoint::sceneTransformChanged,
++ skeleton, [skeleton]() {
++ auto skeletonNode = static_cast<QSSGRenderSkeleton *>(QQuick3DNodePrivate::get(skeleton)->spatialNode);
++ if (skeletonNode)
++ skeletonNode->skinningDirty = true;
++ });
++ }
++ m_skeletonRootDirty = true;
++ emit skeletonRootChanged();
++ }
++
++
++ void QQuick3DJoint::markAllDirty()
++ {
++ m_indexDirty = true;
++ m_skeletonRootDirty = true;
++ QQuick3DNode::markAllDirty();
++ }
++
++ QSSGRenderGraphObject *QQuick3DJoint::updateSpatialNode(QSSGRenderGraphObject *node)
++ {
++ if (!m_skeletonRoot)
++ return node;
++
++ if (!node) {
++ markAllDirty();
++ node = new QSSGRenderJoint();
++ }
++
++ QQuick3DNode::updateSpatialNode(node);
++
++ auto jointNode = static_cast<QSSGRenderJoint *>(node);
++
++ QQuick3DObjectPrivate *skeletonPriv = QQuick3DObjectPrivate::get(m_skeletonRoot);
++
++ if (m_skeletonRootDirty) {
++ if (skeletonPriv && skeletonPriv->spatialNode)
++ jointNode->skeletonRoot = static_cast<QSSGRenderSkeleton *>(skeletonPriv->spatialNode);
++ }
++
++ if (m_indexDirty) {
++ jointNode->index = m_index;
++ m_indexDirty = false;
++
++ if (jointNode->skeletonRoot) {
++ Q_ASSERT(m_skeletonRoot);
++ m_skeletonRoot->skeletonNodeDirty();
++
++ if (jointNode->skeletonRoot->maxIndex < m_index) {
++ jointNode->skeletonRoot->maxIndex = m_index;
++ }
++ }
++ }
++ return node;
++ }
++
++ QT_END_NAMESPACE